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 [Ironfist ver 1.2.1+][Script System] OnUnitRecruit(creatureid)

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Unknown_Hero
Minotaur
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Messages : 348
Quality Points : 44
Registration Date : 2015-09-06

PostSubject: [Ironfist ver 1.2.1+][Script System] OnUnitRecruit(creatureid)   2017-03-09, 03:40

Tested with Ironifist version 1.2.1+ (version of December 15, 2016).

*

In the scenario "TestScri.mx2" (Massive Test of Project Ironfist Script System), I recruited creatures with this code:

BUG: With OnUnitRecruit(creatureid), whenever a creature is recruited regardless of the name of the creature specified, the instuction is executed (test in a town and at the Ruins).
And (creatureid) cannot be replaced by the number correspondence, per example, "OnUnitRecruit(CREATURE_RANGER)" cannot be replaced by "OnUnitRecruit(2)".

function OnUnitRecruit(CREATURE_RANGER)
 MessageBox("I see you at Ranger.");
end;
--< it does not work, whenever a creature is recruited regardless of the name of the creature specified, the instuction is executed and the message box is displayed (test in a town and at the Ruins).

function OnUnitRecruit(CREATURE_MEDUSA)
 MessageBox("I see you at Medusa.");
end;
--< it does not work, whenever a creature is recruited regardless of the name of the creature specified, the instuction is executed and the message box is displayed (test in a town and at the Ruins).

function OnUnitRecruit(2)
--< it does not work and a Script Error window is displayed.
 MessageBox("I see you at Ranger with 2.");
end;

***** Edited *****

Do not bother, the expression has to be written this way and everything works well: Razz

function OnUnitRecruit(creatureid)
 if creatureid == CREATURE_MEDUSA then
   MessageBox("I see you at Medusa.");
 elseif creatureid == CREATURE_RANGER then
   MessageBox("I see you at Ranger.");
 elseif creatureid == 0 then
   MessageBox("I see you at Peasant.");
 end
end;
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[Ironfist ver 1.2.1+][Script System] OnUnitRecruit(creatureid)
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